April 30, 2017, 08:04:36 AM


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 on: April 27, 2017, 04:39:42 AM 
Started by illidan - Last post by CrackBaby
No idea where to get the rdose program downloaded.

 on: April 27, 2017, 12:59:30 AM 
Started by illidan - Last post by CrackBaby
Cool as... I'll have a go with the other Sprite compiler later today and keep you posted

 on: April 27, 2017, 12:26:35 AM 
Started by Ghabry - Last post by Ghabry
Added now all known OpCodes to ctldis and type annotated all OpCodes (still without assembler, I add the assembling during the next days). Feel free to make suggestions.

Annotation is still incomplete, more to come.

What is already in:

X() means the argument is unused
E() means the argument is an event
F() means the argument is a function

Example output:

on_event E(71)
      event_test_distance_and_collect_this_item 240
      set_return_func_iftrue F(137)
   end_event Filter

.func 0
    init_unit X(128)
    clear_ctrl_flag 0x8000
    set_label 0xabc0
    #3c 240, X(0)
    set_event_handler F(14)
    set_callback 13, 29
    set_global_r_i 0, 0
    set_global_r_i 1, 0
    find_and_collect_item Treasure_Chest_100gc
    set_timer 25
    play_self 64
        wait_unit_flag3_clear CollectingItem
        find_and_collect_item Treasure_Chest_100gc
            find_enemy_uflag_attrib E(4), 0, EngineOfWar
                test_unit_flag3 0x400
                    add_waypoint 99
        set_timer 10

on_event E(69)
   event_test_item Treasure_Chest_100gc
         test_global_r_eq_i 1, 1
            play_self 66
            set_global_r_i 1, 1
      broadcast_event_to_friends E(17)
         set_return_func_with_restart_iftrue F(127)
         set_return_func F(134)
   end_event Filter

That "can fight and sender doesn't retreat" appears to make sense because 127 contains:

.func 127
    #14 4, E(-1)
    send_event_to_stored_unit E(20)
    wait_unit_flag1_clear 0x8 | 0x4000
    play_self 1
        for 2
            set_timer 10
            goto_iftrue F(129)
            test_unit_flag1 0x10

.func 129
    charge_and_send_event_to_target ; event 7
        play_self 2
        #14 19, E(-1)
            #b0 0
            test_unit_flag1 0x10
        whilenot ; I guess this loop tests if the charge is finished.
    goto F(134)

 on: April 26, 2017, 01:49:15 PM 
Started by Ghabry - Last post by Leilond
Thanks for your observations. About search and attack enemy did you see my post in this thread from 2 years ago? Based on my latest findings I'm updating the table:

                            distfunc unittype vision nth  dist uflag1 attribs op
find_enemy_uflag_attrib      0        0        0      1    100  arg2   arg3    a2
find_enemy_visible           0        0        1      1    100  0      0       a3
find_enemy_simple            1        0        0      1    100  0      0       a4
find_enemy_simple_visible    1        0        1      1    100  0      0       a5
find_enemy_unittype          0        arg2     0      1    100  0      0       a6
find_enemy_unittype_2        0        arg2     0      1    100  0      0       a7
find_enemy_nth               0        0        0      arg2 100  0      0       a8
find_enemy_nth_visible       0        0        1      arg2 100  0      0       a9
find_enemy_unittype_nth      0        arg2     0      arg3 100  0      0       aa
find_enemy_unittype_nth_2    0        arg2     0      arg3 100  0      0       ab
find_enemy_distance_uflag    4        0        0      1    arg2 arg3   0       ac

All of them generate arg1 as an event.

- distfunc: Looks like 0 is the direct (diagonal) distance, 1 just considers x or y (bounding box I guess), 4 is some smart thing that considers terrain e.g. (probably useful for archers).
- unittype: Unittype that the searched unit MUST have.
- vision: When 1 the vision of the caller is considered (worse when walking or fighting), except if you have 360° vision (spider) they always find everything
- nth: Not completly sure, my guess is the list of found regiments is sorted and then the n-th regiment is picked (where 1 = the closest)
- distance: Search distance used for the distfunc (not sure how big a 100 is)
- uflag1_xtra: Unit Flag 1 bits that searched unit most NOT have, inactive/retreating and similiar units are never found
- attribute: Attributes that the searched unit must NOT have, e.g. 4096 = engine of war
This is absolutely GREAT
This improve my chance of create smarter units A LOT

Going on studying the rest of the post

 on: April 26, 2017, 01:45:09 PM 
Started by Ghabry - Last post by Leilond
I don't know python language
I only understood that the translation hex=>opcode and back is done reading the "opNames" array and thus I undestood that simply adding a line like "0x5b:"unit_rout," in that array will make the code translation.

Thanks anyway

 on: April 26, 2017, 11:28:03 AM 
Started by Ghabry - Last post by Ghabry
The script is now python 2 compatible. Fixed two issues in it.

Leilond: In case you want to do some prettifying and you know Python take a look at line 326 where the prettifier-dict starts.

The mapping is basicly: opcodename -> [dissasembler, assembler] (so list of 2 elements)

Ignore the assembler for now, they are unused and stubs.

The API is basicly:
The dissasembler and assembler are functions that except as many arguments as the opcode arguments has (so for all prettifiers by now it's only one arg) and the return value is a list of strings with as many list elements as the opcode argument has. So quite simple API to extend.

And Prettifier.flag_prettifier(flag, Prettifier.unit_flag_1) is a helper function which takes an op-code argument as 1st argument and a lookup-dict (see Prettifier.unit_flag_1 for an example) and returns a String with all bits (if posible substituted) and delimited by "|".

Oh and the OpCodes are not up-to-date yet. I have to sync them with the latest observations of the latest days first.

More stuff I want to prettify which doesn't need BTB/ARM parsing so is faster to implement and to make the "data types" of CTL arguments more clear:

  • play (sound effects)
  • spells
  • unit types
  • btb node arguments (e.g. n1 instead of 1)
  • event arguments (e.g. e1 instead of 1, for events that are clear this could be also changed to e.g. E_Charge)
  • function arguments (e.g. f1 instead of 1)
  • control flag (though there is almost nothing known about it)
  • label resolving (should work because every enemy only has one label)
  • end_event 6844 and 3567
  • that @0xABC event marker
  • Nice to have: Annotate functions with the enemy that executes them (needs BTB & ARM parsing)

Maybe should also provide some constant for "registers", e.g. that "-278" register cuthalion uses in his code to read the unit id of a regiment Cheesy (awful hack I told him because the register functions don't do range checks. But you can only read 32bit values with this)

Shame that there is no function to write registers in registers. This way you could do arbitrary loads and abuse unit_flags for bit operations. Cheesy

 on: April 26, 2017, 09:19:36 AM 
Started by Ghabry - Last post by Leilond
Perfect, thanks

 on: April 26, 2017, 08:55:44 AM 
Started by Ghabry - Last post by olly
I had the same using Python 2.6 & 2.7 and Ghabry advised using Python 3 as it recognises the *newline

Works fine with Python 3.6.1
[ Attachment: You are not allowed to view attachments ]

 on: April 26, 2017, 08:54:31 AM 
Started by Ghabry - Last post by Leilond
This new ctldis.py do not work for me
I tryed to decompile B102 and recived this

File "C:\Users\rcoletta\Desktop\ctldis\ctldis-master\ctldis-master\ctldis.py", line 531
    decompiledFunc.lines.append([opName, *newLine])
SyntaxError: invalid syntax

 on: April 26, 2017, 08:37:39 AM 
Started by Ghabry - Last post by Leilond
Thanks everyone... I'll study it better

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